SLIDE 1
CS 184: Problems and Questions on Rendering
Ravi Ramamoorthi
Problems
- 1. Define the terms Radiance and Irradiance, and give the units for each. Write down the formula (inte-
gral) for irradiance at a point in terms of the illumination L(ω) incident from all directions ω. Write down the local reflectance equation, i.e. express the net reflected radiance in a given direction as an integral over the incident illumination.
- 2. Make appropriate approximations to derive the radiosity equation from the full rendering equation.
- 3. Match the surface material to the formula (and goniometric diagram shown in class). Also, give an
example of a real material that reasonably closely approximates the mathematical description. Not all materials need have a corresponding diagram. The materials are ideal mirror, dark glossy, ideal diffuse, retroreflective. The formulae for the BRDF fr are ka( R · V ), kb( R · V )4, kc/( N · V ), kdδ( R), ke.
- 4. Consider the Cornell Box (as in the radiosity lecture, assume for now that this is essentially a room
with only the walls, ceiling and floor. Assume for now, there are no small boxes or other furniture in the room, and that all surfaces are Lambertian. The box also has a small rectangular white light source at the center of the ceiling.) Assume we make careful measurements of the light source intensity and dimensions of the room, as well as the material properties of the walls, floor and ceiling. We then use these as inputs to our simple OpenGL renderer. Assuming we have been completely accurate, will the computer-generated picture be identical to a photograph of the same scene from the same location? If so, why? If not, what will be the differences? Ignore gamma correction and other nonlinear transfer
- issues. Now, answer this question again with the two small boxes added, i.e. the floor has two smaller
boxes sitting on it. You may assume we have accurately measured geometric and material properties
- f the smaller boxes also.
- 5. Consider a simplified skylight model, so the radiance along any direction is given by A + B sin α
where A and B are positive constants, and α is the elevation angle (i.e. the angle to the horizontal, being 0 degrees toward the horizontal and 90 degrees toward the zenith or top of the sky). That is, the radiance is more higher up in the sky. The lighting is isotropic; there is no variation with azimuthal angle (φ). Assume for this problem that there is no occlusion by trees, buildings etc., the sky hemisphere is the only source of illumination [no ground lighting, direct sunlight etc.], the surfaces are Lambertian with albedo 1, and the sky can be assumed to be a distant source. What is the irradiance on the ground, assumed to be a horizontal surface?. Now, assume we have a sphere suspended (or on the ground, if that makes things more logical for you). Remember the assumptions, i.e. lighting only from the (distant) sky, no occlusions etc. Which point on the sphere will be brightest? What will be the reflected radiance at this point? Which point will be the dimmest? What will be the reflected radiance at that point? Qualitatively, how will the brightness on the sphere vary as a function
- f location (parameterized by spherical coordinates for instance)? Extra credit for deriving an analytic